Colliseum FAQ by linthuslyth

Version: 1.70 | Updated: 06/10/07 | Printable Version

Kingdom Hearts II, Coliseum Guide

Table of Contents
For your convenience, just copy the 'code' within the parentheses to the right
of a section of the guide and press 'Ctrl+f' and then 'Ctrl+v'.

I.     Legal Stuff                                                      (lgsf)
II.    Introduction                                                     (itro)
III.   History                                                          (hsty)
IV.    What is the Underdome?                                           (wiud)
V.     Sora's Artillery                                                 (sart)
 A.     Magic                                                           (magc)
 B.     Limit                                                           (lmit)
 C.     Drive                                                           (drve)
 D.     Combos and Finishers                                            (cmfn)
 E.     Abilities                                                       (ablt)
VI.    Coliseum Overview                                                (clsm)
VII.   Pain and Panic Cup                                               (ppcc)
VIII.  Cereberus Cup                                                    (crbc)
IX.    Titan Cup                                                        (ttnc)
X.     Goddess of Fate Cup                                              (gofc)
XI.    Hades Cup                                                        (hdsc)
XII.   Dealing With...                                                  (dalw)
XIII.  Closing and Credits                                              (csng)

Legal Stuff                                                              (lgst)
Disclaimer: Kingdom Hearts II belongs to SquareEnix. I am not associated with
 SquareEnix in any way other than being a fan.

Copyright: Everything in this Guide belongs to me. You can only copy or save
 this file for personal use. If you would like to post in your website or
 something of that sort, e-mail first. I don't have a lot of reasons to forbid
 you but I need to know.

Introduction                                                             (itro)
  Hello there, I'm linthuslyth. I am here to guide you through a part of the
game called "Kingdom Hearts II". But you probably already know that, since you
did seek out this guide. In particular, I will concentrate on the coliseum of
Kingdom Hearts II, the Underdome. Okay, enough formalities.

  Another thing, I'm kinda new to the whole FAQ/Guide thing so if you have any
comment or questions, please e-mail me at And I am not
in any way implying that this FAQ is void of any mistakes. In fact it's very
prone to mistakes since Kingdom Hearts II is a bit chaotic and it can be hard
to see stuff sometimes.

History                                                                  (hsty)
v1.00 - June 6. Started the FAQ. Contained the Sora's Artillery; with the Magic,
        Limit, and Drive parts; and a list of the enemies in all the
        tournaments. Other contents include the Intro, What is the Underdome,
        Coliseum Overview, Dealing With... and Closing and Credits

v1.70 - June 10. Expounded on the Drive part in the Sora's Artillery section.
        Made the History section. Corrected a few mistakes, such as misspelled
        words and wrong grammar.(There was quite a number... I'm very sorry
        about those). A lot of aditions to the Sora's Artillery.

What is the Underdome                                                    (wiud)
   The Underdome is a place where you can test you skills in battle. Since
Kingdom Hearts II is an action RPG, it also tests the skill of the player and
how well you handle battles. It can be found in the Olympus Coliseum. After
your first visit to the said world the Underdome becomes available but only one
tournament will appear. To unlock the other tournaments, you'll need to met
certain creteria. The specifics are placed in the overview section and the
individual sections of the tournments.

Sora's Artillery                                                         (sart)
Why do I have this section, you might(or not) ask. If you've read "The Art of
War", then you should know. I quote:

   "If you know your enemy and know yourself, you need not fear the result of a
  hundred battles"

Enough said, no? The 'knowing your enemy' part is in the individual sections
of the guide.

Magic                                                                    (magc)
There won't be much magic at first but you'll start to get more spells and
start to be more dependent on them. It will be good to know how to use all of
them even outside the coliseum.

If you don't know, spell can combo as well. You can do attack then chain them
into magic finishes. Like attacks, finishing magic are usually more powerful.
Also, spells can differ when in different forms. Also take note that when in
Wisdom or Final, you can move about while the spell is being cast.

Fire Element
When you cast this spell, flames will circle you. Useful when surrounded, like
after you cast Magnet or dash right in the middle of a group of enemies.
Although it is very weak when dealing with singular targets. It's worth putting
in a shortcut since it is cheap, MP-wise.

Blizzard Element
Sora shoots icicles forward. First spell in the game and is useful for sniping
far away enemies. However, the spell does not curve vertically, meaning it will
miss if you are not at the same height as your enemy. Slightly higher MP cost
than Fire. 

Thunder Element
Sora calls lightning form the sky(or ceiling... don't ask me how) and sends
them down to his target, dealing splash damage. Like fire, effective against
grouped-together-enemies and it falls down on the nearest target or the locked
on target.

Cure Element
What's there to say? For all your remaining MP, you get fully-healed. If you
have upgraded to Cura or Curaga, it can also heal nearby allies. I don't think
there's any difference between the forms, other than the fact that you can move
in Wisdom and Final form while casting the spell.

Magnet Element
One of the two elements you might have ignored in the game. However, both
elements are terrific in various situations. Sora summons some sort of magnetic
force above him(or his target). The magnet attracts enemies in a given radius
and keeps them there, stunned and air-borne for a while. Very useful for
MAKING enemies group together. You could follow up by Fire or Thunder. Heck,
even a simple swing will hit most of the enemies that Magnet clumps together.
Some or most bosses are immune to it though, but bosses are usually alone so
there really isn't a point to use Magnet.

Reflect Element
Another element that you might have neglected. However, if this element is used
properly, it can be very devastating. It makes defeating aggressive opponents
much easier. When cast, Sora surrounds himself with a barrier. This barrier
returns both magical and physical attacks. However, the barrier only lasts a
second or so; thus you need to time the casting of this spell for maximum
efficiency. I'm not too sure about the Reflect, but Reflectga creates several
sparks around Sora after a successful cast-and-get-hit. These sparks damage
BIG! Now you can finally go in the midst of Living Bones, just cast Reflectga
and let the fools attack. The damage is relative to your magic but it isn't in
any element, meaning nothing is immune to it. Also note that whatever the Guard
command can make enemies recoil, so does Reflect.

Limits                                                                   (lmit)
Limits are 'teams-up' between you, Sora, and another party member. When you
activate a Limit, a Limit gauge will appear on the upper-right hand corner of
your screen. This will indicate how much time you have left before the Limit
will deactivate itself. Usually, you wouldn't pay much attention since you'll
probably do the finishing move before time runs out. The finishing move will
also get you out of Limit mode. Also, you are invulnerable while in a Limit. So
even if you can move around and attack like normal, you cannot be hit. On a
final note, most finishing moves in Limits are placed at the fourth menu, so
you can activate the finishing move anytime during the Limit.

Since you can only have Donald and Goofy in the coliseum then I will only
discuss those, the Trinity Limit and the Limits with the summons. These Limits
cost all you remaining MP.

Donald's Fantasia

Comet -> Comet Rain

Donald floats in midair and cast sparks all over the place. You can freely move
while this Limit is activated and Donald will follow you, all the while
creating the colorful sparks. Comet makes Donald attack one target while Comet
hits all enemies surrounding you. Works best when surrounded or when the enemies
are grouped together.

Donald's Force Flare

Duck Flare -> Rocket Flare -> Megaduck Flare

Donald rides on your back and gathers rockets while you are free to attack.
When the rockets are ready, you can press triangle to launch them. They hit
nearby enemies. When enough rockets are launch, the 'Megaduck Flare' will
replace the Rocket Flare. This sends numerous rockets that lock-on to every
nearby enemy. Since they are constantly being hit, you can just walk up to one
and start combo-ing. Works perfect at the start of a round where there are a
lot of enemies.

Goofy's Twister Fusion

Whirli-Goof -> Whirli-Goofra -> Whirli-Goofga

The Whirle-Goof's are done consecutively, else the Limit will deactivate
regardless of the Limit gauge. You roll towards your target so it works best
when enemies are clumped together. However, this Limit is limited to ground
enemies and low fliers, it will miss most flying enemies such as Hook Bats.

Goofy's Teamwork

Knocksmash -> Dou Raid -> Cosmo Boost

Goofy and Sora stand together. Knocksmash fires Goofy's shield forward. It can
be done about four times before it is replaced by Dou Raid, where Sora and
Goofy throw their weapon's like boomerangs. After about two Dou Raids, it is
replaced by Cosmo Boost. In where Goofy acts as a human... wait, what is Goofy
anyway? A dog? Anyway, Goofy is launched like a rocket and he ricochets around
like an open balloon. All these attacks home in at the nearest target available

Sora's Trinity Limit

Mega Drive  -\
Ultima      ---> Begin Combo
Break       -/

When you activate Trinity Limit, your menu will be replaced. There are three
buttons. Triangle will activate Goofy's trinity limit where he jumps up and
uses his shield to launch thousands of drive orbs(that damage). The direction
of the flow can be changed using the left analog stick. The square button will
let Donald cast his version of Ultima, which looks and acts like Comet Rain;
it damages surrounding enemies. The X button will let Sora lead an onslaught
on a targeted enemy. After a button has been pressed, its function is replaced
by the 'Begin Combo' which will gather all enemies while our three heroes
charge up to make a big bang. The damage of 'Begin Combo' is relative to the
number of hits you do before that, so always press all three button once before
proceeding to Begin Combo. You can activate the Trinity Limit even when your
alone or when either Donald OR Goofy isn't in your party but Sora will only do
the Break and it will be by himself.

NOTE ABOUT SUMMON LIMITS: Unlike normal Limits, Limits with summons do not take
away all your MP. Instead they take away some of the summon gauge.

Peter Pan's Neverland

Tiny Fairy     -\
The Flying Boy ---> Journey's End

Peter grabs Sora and flies around with him. The Tiny Fairy can be done with the
triangle button and The Flying Boy is placed where 'Attack' was. I didn't
notice a difference until I read the Journal Entry. It said that Tiny Fairy
attack deals more damage while The Flying Boy deals less damage. However, The
Flying Boy will vacuum nearby enemies. The Flying Boy also makes enemies drop
score orbs. Another good way to gain orbs, but Ohana! is still the best way.
Still, vacuuming enemies and dragging them around with you is a good way to
make them clump together. Your movements will become similar to as when you
were underwater, meaning you can move directly up and down with the right
analog stick. Once you use either functions a couple of times, they will be
replaced with 'Journey's End' which will damage surrounding enemies. Consumes
2 bars of Summon guage.

Chiken Little's FPS Mode

Balls/ Firecracker

There is no finish. Probably the weakest of all the Limits. The perspective
changes into first person, with a crosshair and a new menu. The Ball command
fires a tiny marble(?) while the Firecracker leaves little marble ball on the
ground, they explode and launch enemies slightly up, stopping their attacks.
The circle button makes Chicken Little jump and the square will cancel the
Limit. The only reason I would think about using this Limit is to level up
the my summon level, as it consumes 1 whole bar of the Summon gauge and you
can deactivate the Limit. Consumes 1 bar of the Summon guage.

Stitch's Ohana!

Shoot    -\
Ukelele  ---> Blast

Sora jumps to the screen and joins Stitch. The Shoot command will make Stitch
and Sora shoot green smile on one of the enemies. Ukelele makes enemies drop HP
orbs BUT when done in the coliseum they drop score orbs instead. This is the
easiest, and maybe the only way to clear the Journal entry mission on the Titan
cup(and also the Paradox one). Other than that, not really a preferable Limit.
The Limit costs 2 bars of the Summon gauge an you will have to wait for the
Limit gauge to run out or use the 'Blast' command to exit Limit state. Consumes
2 bars of the Summon guage.

NOTE ABOUT GENIE'S LIMITS: As you might know, Genie turns into a Drive that you
already know thus he has four different Limits, as there are four drives. You
can change his drive with the third option in your menu. Also, Genie's Limit
finish's need to be executed right after the initial attack, otherwise the
Limit will deactivate. All them consume 1 bar of the summon guage.

"Valor" Genie's Sonic Rave

Sonic -> Rave

When Sonic is activated, Genie become a giant bat and Sora swings him a few
times. This damages enemies in front. Rave will send Genie, still as a bat,
upward. Works well whenever there are a lot of enemies in right front of you.

"Wisdom" Genie's Strike Raid

Strike -> Judgment

Genie sticks up his hands and fires several lasers with both hands. You can
control the direction of Genie by moving the left analog stick. Judgment make
Genie spin around while he is still firing lasers. The hardest Genie Limit to
use and, in my opinion, the weakest.

"Master" Genie's Final Arcana

Aracana -> Bash

Genie spins around, while the keyblades spin as well. This sends the
surrounding enemies upward. In Bash, Genie's head grows and he opens his mouth.
As he spins around, his mouth emits a laser. This works best when surrounded.

"Final" Genie's Infinity

Infinity -> Impact

Genie bashes and strikes like a madman, while the keyblades are circling him
and Sora. The best part about this Genie Limit is that you can move around
while Genie is doing it. When an enemy is hit, he is sent upwards slightly. You
can go around collecting enemies with Infinity for Impact. In Impact, Genie
counts down from three then Sora launches the keyblades up like a rocketship.
This move damages surrounding enemies and the radius is pretty large. Almost
everything on screen is hit, except things up on the background. The combo of
Infinity doesn't deal too much damage, its Impact that deals the heavy damage

Drives                                                                   (drve)
Drives are when Sora absorbs(!) his party member(s) and power-up himself. There
are four selectable drive: Valor, Wisdom, Master, and Final. The first three
are obtained through the storyline. Final Form can be obtained when you reach a
certain point in the story and whenever you go into a form, there is a chance
you'll awaken Final Form. When you're in a Form, you get a new set of abilities
and stats, which are better than your base ones. Another wonderful thing about
Drives is that your HP and MP recover fully once activated. When you activate a
Drive, all action and growth abilities are replaced with the form's set of
abilities, you get to keep all support abilities(in addition to the ones with
the Form)

Valor Form
Drive gauge cost: 3
Character cost: Goofy
 Action: Brave Shot - Frontal Finisher. Sora throws down both Keyblades down
           and creates short shockwaves in front. Knocks target in front. Some
           charge before the move.
         Brave Beat - Spread Finisher. Sora spins around a few times with the
           Keyblade. He spin upwards, which means this move leads to a air
         Sonic Strike - Aerial Frontal Finisher. Sora backs and thrusts with
           the Keyblades, piercing through the enemy.
         Sonic End - Aerial Spread Finisher. Sora slashes around, damaging any
           surrounding enemy.
         Over the Horizon - It's like Sliding Dash only it's a leap and you
           need to press square. Since you leap towards your target, you start
           an air combo.
         Omega Finale - This ability lets you do a finisher by pressing the
           square button regardless of where you are in your combo. When done
           on the ground, it does the Brave Shot and does the Sonic Strike in
         Retaliating Slash - See "Abilities"
 Growth: High Jump - Sora's jump height is increased. Very good for escaping.
 Support:Combo Plus - See "Abilities"
         Air Combo Plus - See Abilities"
         Synch Blade - Allows the use of two Keyblades
         Combo Boost -See "Abilities"
Pros: Very Fast, Devastating Combos and Finishes
Cons: No Magic, Losing Goofy

Wisdom Form
Drive gauge cost: 3
Character cost: Donald
 Action: Wisdom Shot - Changes your Attack command to the Shoot command. Shoot
           is long ranged and Sora fires a volley of four or five bullets at a
           time. The bullets curves if your target isn't aligned with you but
           it can only curve to an certain extent.(Semi-homing)
         Mobile Action - This ability lets you move even when your doing an
           action that regularly require you to stand, like casting magic
         Magic Haste - Hastens magic recovery.
         Magic Spice - Enables Wisdom Form Magic Set(see Difference in Magic)
         Retaliating Slash - See "Abilities"
 Growth: Quick Run - Pressing square while the right analog sticks is tilted
           will make Sora dash a distance.
 Support:Combo Plus -See "Abilities"
         MP Hastega - See "Abilities"
Differences in Magic:
 Fire:     Sora does a sharp dash forward when doing fire. As a finisher, in
           addition to dash, Sora is surrounded by molten balls, making the
           spell's radius much larger.
 Blizzard: As a finisher, Sora fires five icicles spread evenly and
           horizontally 180 degree in front of him. If you have an enemy locked
           on, all five icicles curve towards your target.
 Thunder:  As a finisher, four thunder strikes come down. The formation where
           the thunder bolts drops are like this(When Sora is facing up):
               X X
Pros: Very good magic and attack(pierces through auto-guards)
Cons: Weak in close range battle, Losing Donald

Master Form
Drive gauge cost: 4
Character cost: Both party members (regardless who they are)
 Action: Master Strike - Aerial Frontal Finisher. Sora does several wide swings
           to his target. When you press attack within the pause before the
           final slash, the move will cancel into the Disaster(if there are
           still enemies around). Sounds like we're talking about a fighting
           game here
         Disaster - Aerial Spread Finisher. Sora spins his Keyblades around,
           creating a vacuum around him, bringing in all surrounding enemies.
           This move lasts a few seconds and you can move around as if you had
           Mobile Action; so collect as many enemies as possible because the
           final slash of this move is devastating.
         Master Magic - Enables Master Form Magic Set(see Difference in Magic)
         Synch Blade - Allows the use of two Keyblades
         Endless Magic - Meaning there will never be a magic finish(or you
           could consider all magic cast as finishes).
 Growth: Aerial Dodge - Pressing circle in mid-air will make Sora spin to the
           direction where you tilt the right analog stick. If the analog stick
           is at neutral(not titled anywhere), Sora will be suspended briefly
           in mid-air.
 Support:Air Combo Plus - See "Abilities"
         Air Combo Plus - See "Abilities"
         Draw - See "Abilities"
         MP Hastega - See "Abilities"
Differrnces in Magic:
 Fire:     Sora dashes a small distance forward and surrounds himself with
           molten balls, thus the radius is much large.
 Blizzard: Sora shoots six icicles. One straight, three upward in a three-way
           spread and three that curves downward in the similar spread.
 Thunder:  Sora cartwheels forward and leaves three consecutive thunder strikes
Pros: Nice attacks, Pretty much hurts everything on the screen
Cons: Losing Both Party Members
Note:  Master always jumps to start a ground combo so you will never do a solid
  ground combo

Final Form
Drive gauge cost: 5
Character cost: Both party members (regardless who they are)

 Action: Final Arcana - Frontal Finisher. Sora throws the Keyblades in front.
           Then he makes the Keyblades hit each other. Damage almost all
           enemies in front.
         Final Stirke - Aerial Finisher. Sora spins his Keyblades in front
           momentarily then makes them do Jackhammers, damaging any enemy
           directly below or above. Then Sora does several backflips upward and
           dives down. Final only has one aerial finish.
         Final Arts - Speard Finisher. Sora spins the Keyblades in a radius
           around him and then dashes and ricochets within that radius
         Auto Assault - Keyblade can damage even when you haven't done an
           attack. They do this in a number of situations such as jumping,
           gliding, using Cure and Aerial Recovry.
         Crime & Punishment - Enables Final Form Magic Set(see Difference in
         Mobile Action - This ability lets you move even when your doing an
           action that regularly require you to stand, like casting magic
 Growth: Glide - Pressing square in mid-air will let you glide through the air.
           Sora will glide where the right analog stick is tilted. If you press
           square without tilting, Sora will be suspended in mid-air. While
           using this ability, Sora slowly decends, if he hits a uphill
           platforms he will land.
 Support:Synch Blade - Allows the use of two Keyblades
         MP Haste - See "Abilities"
Differences in Magic:
 Fire:     Fire was a very wide radius to start with and even wider when used
           as a finisher (molten balls again).
 Blizzard: Sora fires two icicles, one for each Keyblade. As a finisher, Sora
           fires six icicles in this order: One from the right Keyblade, one
           from the left, followed with a faster repeatition then both
           Keyblades fire at the same time.
 Thunder:  Three thunder bolts coming down semi-erraticly. They appear in
           random(or semi-random) spots in a given radius. As a finisher, seven
           thunder bolts are called in a similar manner only the radius of
           available spots is larger.
Pros: Attacks adjust to the situation, where enemies are, No one is safe from
even normal attacks
Cons: Casting Magneta will sometimes have a large recovery(I'll check when
exactly), Losing Both Party Members

If you compare Master and Final, it seems that Master is a bit more magic
orriented than Final. Master has a higher magic stat and has MP Hastega while
Final only has MP Haste.

Combos and Finishers                                                     (cmfn)
You do it all the time. However there might be somethings you don't know about
the combo system or something you don't really understand. Here I will hope to
clarify those things.

Adding and Subtracting Combo
You will encounter abilities like Combo Plus and Negative Combo which will
increase or decrease the number of combos you do. Here's how it works:

You start with two attacks in one combo and a finisher.

Attack -> Attack -> Finisher

When you equip say a Combo Plus, it will add one more attack before the
finisher. This will delay the Finisher so boss might recover before you reach
the finisher. Take note that Combo Plus adds to ground combos only, it is Air
Combo Plus that increases air combos.

Attack -> Attack -> Attack -> Finisher

Take note that some finishers will lead to air combos(like Finishing Leap).

When you equip a Negative Combo ability(without any Combo Pluses). It will look
like this:

Attack -> Finisher

So a finisher arrives sooner. Putting on the Negative Combo and Fenrir will
make you first strike a Finisher.

2 Types of Finishers
I've come to notice that there are two types of finishers. These are not
official names but I'll call them Frontal finish and Spread finish. When both
finish are available(as when you have both abilities that trigger them on) Sora
will do the finisher appropriate to the situation. What do I mean by that?

Sora does a spread finish when he is surrounded by a number of enemies. When
there are about five or four enemies surrounding you, Sora will choose to do
Explosion rather than Guard Break. When your currect target is still in front
of you, you will do the frontal finish, but when you move too far away, like
when in Final Form, you will do the spread finish.

However, frontal finishes are done regularly, when there are no more enemies
around. So if you killed all the enemies with the last attack in the combo,
the finisher will be a frontal. With the Negative Combo and Fenrir, you will do
the frontal combo when in an empty room.

Adding Finisher
You might not know this(or you may) but the ability Finishing Plus adds to your
combo chart much like Combo Plus. So if you have the Finishing Plus equipped:

Attack -> Attack -> Finisher -> Finisher

Now there some things I'll need to explain. Since move finishers knockback, the
following finisher might not neccessarily hit. Also, a following finisher is
perferred to be diiferent from the previous finisher. Example, you have this
set up(w/ Rumble Rose):

Attack -> Attack -> Finisher -> Finisher -> Finisher

For the first finisher you do, the Guard Break. After that you Sora will do
Explosion(if it is available) negardless of the how many enemies are
surrounding you. After Explosion it will do Guard Break again. There are some
weird exceptions. I've notice that I always do Disaster when in Master Form
when fighting Cereberus, (three consecutive, very long Disasters, not even
starting with the Master Strike and canceling into the Disaster)

An the final note, you can cross from physical attack to magic in one combo.
You can do(if you have the proper spells in the L1 shortcut or have extremely
fast fingers)

Attack -> Fire -> Attack -> Finisher -> Blizzard Finisher

Abilities                                                                (ablt)
Throughout the game you'll encounter Sora's enormous set of abilities, most of
which you probably use and some of them might be a bit puzzling to you. Here I
will cover what those abilities will do. Note, I might make some mistakes,
please inform me via e-mail if you see any.

Guard - By pressing square while on the ground, Sora will parry with his
  Keyblade. Some projectiles will be fired back(or fired to your locked on
  target) and some attacks,when guarded, will make the enemy recoil.
Upper Slash - Frontal Finisher, press square. Throws the enemy upward, can be
  followed by an air combo.
Horizontal Slash - Instead of the standard slashes, Sora slashes sideways.
Finishing Leap - Spread Finisher, press square. Sora jumps and thursts down the
  ground and closeby enemies and the enemy in front will be thrown upward. Can
  be followed by an air combo
Retaliating Slash - Press square when you have been thrown back will make Sora
  recovery and attack towards the nearest target.
Slapshot - Hastens attack speed
Dodge Slash - Sora rushed forwards while doing three consecutive slashes when
  you attack on the ground.
Slide Dash - Sora thrusts towards the nearest enemy when the enemies a little
  farther than Sora's range.
Guard Break - Frontal Finisher. Sora jumps back and does a hard thrust forward.
Explosion - Spread Finisher. Sora creates three orbs the spin around him.
  Damages surrounding enemies. Damage is based on Magic
Aerial Sweep - Much like Slide Dash only Sora spins upward to an air borne
Aerial Spiral - Much like Slade Dash only Sora spins towards when in mid-air
  towards the enemy.
Aerial Finish - Aerial Finish. Like Final, Sora only has one airial finish.
  Lengthens the finish by several slashes.
Counterguard - Enables Sora to attack after a successful Guard.
Auto Valor - Creates a shortcut for turning into Valor Form when HP is critical
Auto Wisdom - Creates a shortcut for turning into Wisdom Form when HP is
Auto Master - Creates a shortcut for turning into Master Form when HP is
Auto Final - Creates a shortcut for turning into Final Form when HP is
Auto Summon - Creates a shortcut for the Summon command when party members are
  knocked out. What summon becomes available in he shortcut is random. Take
  note that you have to be in the menu with the "Summons" command
  (Attack, Summons, Party, Limits)
Trinity Limit - Makes the "Trinity" Limit available.

NOTE ABOUT AUTO FORMS: When several Auto-Forms are euiqpped, the form that is
availble in the shortcut is random. You also have to be in the menu where the
"Drives" command is.

Scan - Makes the current target's HP visible in the upper-right corner of the
Aerial Recovery - Press circle to recovery when thrown back.
Combo Plus - Adds 1 to your ground combo. See "Combos and Finishers"
Air Combo Plus - Adds 1 to your air combo. See "Combos and Finishers"
Combo Boost - Powers up the finishing move in relation to how long the combo
  was. Stackable
Air Combo Boost - Powers up the finishing move in relation to how long the
  air combo was. Stackable
Negative Combo - Subtracts 1 from the number of combos you can perform.
Berserk Charge - Make the combo infinite when your in MP charge. Finishers are
  unavailable when this ability is activated.
Damage Drive - Recovers some of your drive guage when you've taken damage.
Drive Boost - Hastens Drive recovery when in MP Charge. Stackable
Form Boost - Slows the decrese of the Form Guage. Stackable.
Summon Boost - Slows the decrease of the Summon Guage
Combination Boost - Slows the decrese of the Limit Guage
Experience Boost - Increases exp. Stackable
Leaf Bracer - Make you invulnerable when casting Cure(as when in a Limit)
Magic Lock-on - When casting Magic, even if you have no enemy locked on; Fire,
Blizzard, Thunder, and Magnet will lock on to the nearest target.
Draw - Draws nearby orbs to you. Stacking this ability will increase the draw
Jackpot - Increased the number of orbs dorpped by enemies. Stackable. Take note
  that a party member must be in battle to put this ability into effect.
Lucky Lucky - Improves drop rate. Stackable. Take note that a party member must
  be in battle to put this ability to effect.
Fire Boost - Increases damage of Fire element. Stackable
Blizzard Boost - Increases damage of Blizzard element. Stackable
Thunder Boost - Increases damage of Thunder element. Stackable
Item Boost - Increases the healing capacity of healing items
MP Rage - Recovers MP when damages is taken. Stackable
MP Haste - Decreases MP Charge time. Stackable
MP Hastega - Greatly decreases MP Charge. Stackable
Defender - Raises defence when in critical. Stackable
Second Chance - When you take in massive damage from an attack than might have
  killed you, your HP is reduced to 1 instead.
Once More - When you take damage from a combo that might have killed you, as
  long as your still in the same combo, you're HP will be reduced to 1.
Finishing Plus - Adds a finisher to your combo. (See "Combos and Finishers").

Coliseum Overview                                                        (clsm)
Finally, what you've all been waiting for. Actually what you've(singular) been
waiting for, unless you really read FAQ/guides in groups. Let's get down to

     Name           Enemy Level              How to unlock
Pain&Panic Cup          20      After Disney Castle for the 1st time
Cereberus Cup           28      Clear Agrabah, Haloween Town, and Pride Lands
                                for the first time
Titan Cup               41      After Olympus Coliseum for the 2nd time
Goddess of Fate Cup     53      Clear previous cup and beat Xemnas for the 1st
Paradox: Pain&Panic     60      Clear all previous cups
Paradox: Cereberus      70      All Drives Level 5 (except Final), Paradox:
                                Pain&Panic must be unlocked
Paradox: Titan          80      Summon Level 5, Paradox:Pain&Panic must be
Paradox: Hades          99      After Space Paranoid for the 2nd time,
                                clearing previous cups and Drives and Summon
                                Level 7

All information of the how to unlock the tournaments are taken from the Code
and Secrets section of the GameFAQ for Kingdom Hearts II. I put the url in the

The Paradox Cups are just like their normal tournament counterparts except the
the levels are higher; with the exception of The Hades Paradox Cup.

The tournaments follow a score system, which you should only consider if you
are filling up the Journal or want to see how you've improved. There is a
combo gauge at the upper-rightmost corner of the screen. That is the kill combo
gauge, which tells you how many you've killed in one go. The more you kill all
at once the more orbs they drop, and thus a higher score.

Each tournament also has a set of rules that you need to follow, except for the
Goddess of Fate Cup. The rules usual have a pro and a con. For example, the
Pain and Panic Cup forbids Summons and Drives but lessen MP-cost for Limits.

Here's how to read the line ups for the individual rounds. When there's a
comma(,) in between two types of enemies, it means they appear together. When
there's a plus sign(+) it means the proceeding enemies are reinforcements that
will appear if you have defeated all, or a number, of enemies before it.
Parentheses are put as grouping symbols. So, for example:

Round X: 1 Shadow, 1 Soldier + (3 Dusks, 1 Creeper)

This means that there is a Shadow and a Soldier at the start of the round.
After defeating both enemies 3 Dusks and a Creeper will appear.

There's a double-score mode that increases the orb droppage. It can be obtained
by killing a lot of enemies in one move or spell. The more you kill enemies
simultaneously, the higher the chance you enter double-score mode. Magnet is
very useful for making that appear but in most rounds, you won't see it.

Pain and Panic Cup                                                       (ppcc)
The Pain and Panic Cup is the easiest of all the tournaments. There shouldn't
be too much difficulty passing the tournament. As for the Journal entry, just
return later with a stronger magic stat and magnet element;)

This tournament is unlocked right after you finish your first visit at the
Olympus Coliseum.

Rules: NO Summon or Drives
       Limits consume only minimal amount of MP

Round  1: 5 Hook Bats, 5 Shadows
Round  2: 6 Minute Bombs, 1 Large Body
Round  3: 2 Soldiers, 5 Rabid Dogs
Round  4: 2 Hot Rods, 4 Shadows
Round  5: 4 Rapid Thrusters + (4 Hook Bats, 2 Bolt Towers)
Round  6: 3 Gargoyle Warriors + 5 Minute Bombs + 4 Lance Soldiers
Round  7: (2 Aeroplanes, 2 Soldier) + 1 Rabid Dog + 4 Aeroplanes + 2 Assult
Round  8: *Rapid Thruster Swarm*
Round  9: 2 Gargoyle Knights, 4 Creeper Plants
Round 10: Leon and Yuffie

In the Paradox Cup: Pain and Panic, at round 8 you will have Donald and Goofy
as compared to the normal Pain and Panic tournament where you are alone.

Recommended Set-up:
A shortcut to Magnet and a Magnet-follow-up like Fire or Thunder. Equip your
strongest Keyblade and you're all set.

Cereberus Cup                                                            (crbc)
If you like Drives, then you'll like this tournament. Each hit will fill up a
fifth or more of your Drive gauge. Don't hesitate to use Drives; this is
actually a good place to level up Valor Form.

Rules: NO Party or Summons
       Drive gauges fills up like there's no tomorrow

Round  1: 2 Trick Ghosts, 2 Air Pirates
Round  2: 3 Drill Moles, 3 Hammer Frames
Round  3: 3 Tornado Steps, 3 Wright Knights
Round  4: 4 Sliver Rocks, 1 Living Bone
Round  5: 5 Ice Cubes, 5 Firey Globes, 1 Shaman
Round  6: 2 Aerial Knockers, 2 Fortunetellers
Round  7: 3 Cannon Guns, 1 Toy Soldier
Round  8: 5 Luna Bandits
Round  9: 1 Fat Bandit, 4 Emerald Blues
Round 10: Cereberus

Recommened Set-up:
A shortcut to Magnet and a follow-up. If you plan to use Drives here, you might
want to equip Oathkeeper but you probably don't have it at this time(unless
we're talking about the Paradox one) so you're strongest Keyblade will do.

Titan Cup                                                                (ttnc)
There is an additional rule that I must explain in more detail. You are provided
with 500 pts through the whole tournament. These points will decrease every time
you are hit and if they run out, you lose. In addition, there will be falling
rocks, like the ones you see around the Underworld, in all the rounds. Their
frequency will increase as you progress through the tournament.

Rules: NO Party or Drives, provided with 500 pts
       Drive gauge is full at the start of every round

Round  1: 2 Magnus Loaders, 3 Dusks
Round  2: 4 Assassins, 1 Morning Star
Round  3: 4 Strafers, 2 Berserkers
Round  4: 3 Trick Ghosts, 2 Snipers
Round  5: 3 Neo Shadow, 3 Dancers
Round  6: 2 Air Pirates, 2 Dragoons, 1 Book Master
Round  7: 2 Crimson Jazzes, 2 Samurais
Round  8: 2 Snipers, 3 Minute Bombs, 2 Assassins
Round  9: 2 Dancers, 2 Berserkers, 1 Devastator
Round 10: Hercules

Recommened Set-up:
As usual, a shortcut for Magnet and a follow-up.

The quota for the Journal Entry is a score 5,000 and 10,000 for the Paradox one
Sound impossible? Remember what I said about Stitch's Ohana!? You will need that
Limit to make all the enemies drop score orbs. Remember that your Drive gauge
is always full at the start of a round so use up all the Drive gauge by
summoning Stitch.

Goddess of Fate Cup                                                      (gofc)
A tournement with not specific rules. It shouldn't be too hard, given that
you're arround the same level as the tournament level: 53

Round  1: 2 Emerald Blues, 1 Morning Star, 2 Snipers + 4 Morning Stars
Round  2: 1 Living Bone, 3 Hammer Frames
Round  3: 3 Creeper Plants, 1 Toy Soldier
Round  4: 2 Crimson Jazzes, 2 Nightwalkers
Round  5: 4 Shamans + 2 Assassins + 3 Devastators
Round  6: 1 Fat Bandits, 1 Large Body
Round  7: 2 Lance Soldier, 2 Assault Rider
Round  8: *Rapid Thrusters Swarm*
Round  9: 2 Hot Rods, 2 Bolt Towers
Round 10: Hades, 2 Hammer Frames + 3 Hammer Frames + 3 Hammer Frames

Recommended Set-up:
Make a wild guess. Magnet and a follow-up in the shortcut.

Hades Cup                                                                (hdsc)
The nightmare begin here with the hardest thing to accomplish in the game... I
think. Well it's 50 round long. Yep, 50 rounds! This is probably the last thing
you'll do in a run through. Level up a lot before attempting, you might have to
try a couple of times if you get careless or just unlucky.

Round  1: 3 Shadows, 3 Soldiers
Round  2: 4 Drill Moles, 2 Hook Bats
Round  3: 4 Rapid Thrusters, 2 Surveillance Robots
Round  4: 5 Rabid Dogs, 2 Creeper Plants
Round  5: Volcano Lord, 2 Soldiers
Round  6: 3 Silver Rocks, 3 Cannon Guns
Round  7: 4 Shadows, 3 Ice Cubes + 8 Minute Bombs
Round  8: 2 Silver Rocks, 3 Soldiers + 5 Armored Knights + 1 Large Body
Round  9: 4 Creeper Plants, 1 Samurai
Round 10: Tifa and Yuffie

Rules: NO Party or Drives
       Drive gauge is full at the start of every round.

Round 11: 5 Rapid Thrusters, 3 Aeroplanes
Round 12: 1 Magnum Loader, 2 Air Pirates, 4 Minute Bombs
Round 13: 3 Luna Bandits, 2 Drill Moles
Round 14: 2 Lance Soldiers, 2 Tornado Steps, 2 Armored Knights
Round 15: Blizzard Lord
Round 16: 4 Soldiers, 2 Wright Knights
Round 17: 4 Strafers, 4 Neo Shadows + 4 Aerial Knockers
Round 18: 2 Air Pirates, 2 Luna Bandits + 3 Creeper Plants + 3 Wright Knights
Round 19: 1 Dragoon, 2 Dusks, 2 Assassins
Round 20: Pete

Rules: NO Summons or Drives
       Limits consume only minimal MP

Round 21: 3 Gargoyle Knights, 3 Armored Knights
Round 22: 1 Aeroplane, 2 Fortunetellers, 2 Trick Ghosts
Round 23: 2 Creeper Plants, 2 Soldiers, 2 Shamans
Round 24: 3 Bulky Vendors
Round 25: Cloud and Tifa
Round 26: 2 Hammer Frames, 2 Bolt Towers, 1 Neo Shadow
Round 27: 4 Rabid Dogs, 2 Gargoyle Warriors, 4 Nightwalkers
Round 28: 2 Book Masters, 2 Emerald Blues + 4 Shamans + (4 Silver Rocks, 2
 Emerald Blues)
Round 29: 2 Gamblers, 2 Snipers
Round 30: Hades

Rules: NO Party or Summons, Finish up to Round 40 in 10 min
       Drive gauges fills up like there's no tomorrow

Round 31: 2 Shamans, 2 Creeper Plants, 1 Berserker
Round 32: 4 Water Clones, 3 Dancers
Round 33: 4 Samurais
Round 34: 2 Sorcerers
Round 35: *Rapid Thruster Swarm*
Round 36: 3 Berserkers
Round 37: 2 Snipers, 3 Assassins + 4 Dragoons
Round 38: 6 Dusks + 4 Dancers + 4 Samurais + 2 Gamblers + 1 Sorcerer
Round 39: 4 Dragoons
Round 40: Cloud and Leon

Rules: NO Party, Drives or Summons
       Sorry, no pros... As the game said: "Sora's on his own"

Round 41: 2 Toy Soldiers, 2 Graveyards
Round 42: 2 Fortunetellers, 1 Living Bone
Round 43: 2 Morning Stars, 2 Large Bodies
Round 44: 3 Living Bones
Round 45: *Battle at Hallow Bastion*
Round 46: 2 Hot Rods, 1 Devastator
Round 47: 1 Bulky Vendor + (3 Lance Soldiers,1 Living Bone) + (2 Emerald
 Blues, 2 Assault Riders) + (5 Cresendos, 3 Morning Stars)
Round 48: Cereberus
Round 49: Yuffie, Tifa, Cloud and Leon
Round 50: Hades

Recommened Set-up:
A shortcut of Refelctga, Magnetga and your Magnet-follow-up and something that
heals, perferably Curaga.
Ultima Weapon and whatever you think is the best set-up of armor.
Suggestable have Elixirs in your item slots. Be at level 90+, 95 is good enough
but of course 99 is always better.
I don't know about you but I come realize that long combos aren't really a big
plus. Especially on bosses, as most of them will recover when hit a number of
times. It is better to have the Negative Combo on for me so the strong finish
move comes in sooner.

Round 5: Blizzard element stuns the Volcano Lord. If you have Finishing Leap
equipped, Air Combo it and then shot a Blizzardga instead of the Finishing Leap
after the Air Finish. Then, while the Volcano Lord is floating, air combo it
again. Keep repeating the process until it's dead. If ever it recovers and
bouces, use the "Firagun" Reaction Command

Round 10: Tifa is too aggressive for her on good. She will always run towards
you and attack immediately. So once you see her close, cast Reflectga. This
method should kill Tifa in no time. Yuffie teleports between her attacks but
she shouldn't be anything you can't handle. You can just keep casting Reflectga
near her whenever she appears. She may become irritating since you have a very
little time to do damage.

Round 15: Fire element stuns Blizzard Lord but Firaga isn't really that strong,
not with a single target. Anyway, stay close to it so it's Blizzardgun attack
misses, even if you didn't use the reaction command. It's very slow and the
fact that it's alone should make things so simple. Try not to get damaged at

Round 20: Pete's attacks are very slow. You can see that he's about to roll a
bomb like a bowling ball so that's not really a treat. When he backs out and
says "I'll show you!" he'll leave firecrackers(much like Chicken Little's).
Dodge with Aerial Dodge or a simple High Jump. When he get damaged too much, he
might counter with his tantrum attack. Don't get near him while he's throwing
his fists around. He'll jump and send a shockwave through the ground so jump
accordingly and counter with an Air Combo before you land. Sometimes, he'll
create a barrier around him, and like he says, he's invincible in this state.
He also heals some HP and if you attack while the barrier is still there, he'll
bounce back. Wait for the barrier to disappear and whack him. I usually just
spam "Final" Genie's Infinity. Limits are a good way to stop his attacks, if
ever you feel the need to stop the already slow attacks in the first place.

Round 25: Tifa hasn't learned her lesson. Reflectga her to death. Cloud
shouldn't cause a big problem, but just be careful. He'll close in the distance
with a fast trust which can get you a couple of times. Cloud is a lot more
patient than Tifa, you should do that same. When you're in considerable
distance, anticipate his fast trust and jump. Then start an air combo. Whenever
he does the firefly circling thing, put of lock if you have low tolerance to
dizziness. Gliding around should make you almost safe from Cloud's attacks.
When he has done three combos, he'll jump up and do that pillar attack like
when he started the whole limit. You'll have the opportunity to attack him

Round 30: He's immune to fire element so deflecting the fireballs back to him
with either the Guard command or Reflect won't do any damage. Still, he's
pretty easy. If anything, he's irritating with the teleport thing.

Round 35: You'll have to kill all the Rapid Thrusters this time. Shouldn't be
that hard. Use Magnetga and a follow-up then when you're MP's gone change to
Final Form.

Round 40: If it helps, you can lock on Cloud and when ever Leon fires a
fireball, use the Guard command to deflect it to Cloud. Leon's immune to fire
so, no good returning it to him. Depending on how fast you went through the
previous rounds, you'll have little or a lot of time for them. Anyway, don't
forget that Final Form is always available and it will help A LOT.

Round 45: Keep searching for the Surveillance Robots and use the "Grab" and
"Sparkle Ray" commands. You can also use the Rising Sun command to keep you
safe from being damaged.

Round 49: Oh my...! Damn, all four Final Fantasy characters at once. Hey,
shouldn't the modern standard party be only composed of three not four party
members? Anyway, Get rid of Tifa with Reflectga, as usual. Leon already has his
sword glowing, meaning he already has a very large range. Cloud is still
patient so just keep you distance until Tifa's dead. Yuffie moves arround
pretty slowly compared to the others so save her for last. You can just spam
Reflectga here, that's one option. If you don't like being so cheap, you can
get rid of Leon using Blizzardga or Thunderga. Be patient and wait for an
openning and unless there's only one character left, never do more than one
combo. You'll be begging for a gangbang. Whenever you see Yuffie nearing, it
means you're staying in one place too long so skeddadle as quickly as you can.
Try to stay clam, be patient and heal whenever you hit critcal.

Round 50: Considering you went through the last round, you shouldn't be
threatened by this one. Hercules is with you and you'll have to throw the Aura
Spheres to Hades whenever he's red. Also, he'll call a ball of fire above the
center of the ring. The ball rains flames down but if you keep the battle at
the edges of the ring, it shouldn't be a problem. Other than that minor detail,
same tactics as before.

Dealing With...                                                          (dalw)
You've probably encountered some enemies that have made you pull out your hair
in frustration. Like enemies that throw you back while your combo-ing some
other enemy. Enemies with auto-guards and invulnerable states, which just make
them irritatingly hard to kill.

In this section, I will tackle on how to deal with certain enemies you'll
encounter in the coliseum.

Large Body
Point of frustration: Auto-guard on the front

This big, dumb, fatso can be irritating. Fortunately, he's about as a
aggressive as he is intelligent. If you don't want to consume MP, go around him
and hit him at his back. In fact, never be in front of this guy, unless you're
confident you'll kill him with a few short spells. If you don't mind consume
some MP, shoot a few Blizzards or if you're surrounded by two or more of them,
use Fire. Magnet doesn't work but I think the initial damage that Magnet does
still affects them. Another way to deal with them is with the 'Shoot' command
of Wisdom Form, which penetrates through the auto-guard. Reflect isn't as
effective because, as I've said, it's isn't very aggressive, although it will
throw the Large Body, canceling whatever attack it's doing.

Fat Bandit
Point of frustration: Auto-guard on the front

Like the Large Body but it's a bit more aggressive. Fortunately, you can see
its attacks as the come so when it backs its head, cast Reflect. It's immune to
Fire but Blizzard works wonders against them. Other than what differences I've
said, treat it as a Large Body.

Hot Rod
Point of frustration: Invulnerability when attacking

When in critical state, Hot Rods honk their horns and light up the headlights.
They dash towards you. Once they pass you, they'll drift arround to dash at you
again. They'll do this in sets of three, during the dashes they are immune to
physical attacks. Highly recommended that you use Magic such as Blizzard.
Wisdom Form will be very useful against these hot tempered cars. If you're out
of MP and Drive, then you'll have to wait for them to stop. If you already have
Aerial Dodge then use it.

Living Bone
Point of frustration: Aggressiveness and high tolerance to combos

These can really damage you if you're not careful. They come in four types: one
without a head, one with a head, one w/ a shaman riding it but not head, and
finally a shaman riding it with the head. Without the head, the thing will spin
arround, failing that axe-tail. If it has a head, it was an addictional attack.
It will rush forward while bitting. With the Shaman, it will have the flame
attack that the Shamans do in addition to the attacks. The final type will have
a spell that will surround you with flames. The Reaction Command 'Dispel' which
will make Sora rush forward and the flames will act like Firaga, only it in
non-elemental. Reflect will be useful here as well, but it does not throw back
the Living Bone when the Linving Bone hits the barrier. Blizzard also works
well against it but when there's a lot of them, it might be better to use
Thunder or Fire(if you dare).

Morning Star
Point of frustration: High Damage

The Morning Stars can really hurt, they killed me in on of my second attempt at
Hades Cup in round 43. They can attack slowly with its axe arms or spin arround
in place, with its axe arms extended or spin like a top, ricocheting around the
room. It can very dangerous for a critical Sora to roam the room while one of
these things are doing the spinning ricochet attack(that's the move that killed
me). Fortunately, these attacks are deflected by Guard or Reflect. So when one
them is about to attack or is already attacking, cast Reflect. By the way,
they're immune to Blizzard and Fire element.

Point of frustration: High Damage

A lot of people I know just hate her Final Heaven limit.It does do a lot of
damage when your right in front of her. Always try to be behind her. Her
aggressiveness makes her a sucker for Reflectga. If you don't want to use
Reflectga then wait for her to do a simple punch combo, jump behind her and do
and air combo. When she does her spin-kicks, stay away untill she finishes.
When she charging for Final Heaven, RUN AWAY! By the way, Magnet works on her,
although she is only stun and attacts momentarily. Sorry, I said she was immune
in my first version.

Point of frustration: Teleport
Other Notes: Immune to Magic

Her teleport makes her really annoying. Not to mention that you can't snipe her
with magic since she's immnue to magic. You can always use Reflect whenever
she's attacking, you're safe from her attacks and you also deal damage to her.
You'll have to wait for her backflips, as they are probably the best times you
can dash in and do a combo. Since she's usually the last to be killed, unless
she got killed by crossfire, patience is all you need here.

Point of frustration: Fast Trust
Other Notes: Immune to Thunder

I decided to put Cloud since he can become irritating sometimes. His fast trust
can catch you off guard a lot of times if you're not careful. If you can, jump
when he does his trust and air combo him from the back. He usually circles you
in a clockwise movement. The only other big window of opportunity is when he
does his Limit. Glide around to avoid getting hit wait for the thrid combo.
After the third combo, he'll do the diving pillar attack. Then you can combo
him. He's immune to thunder but every other magic works on him, including
Magnet. Magnet works on him like with Tifa.

Point of frustration: Wide Range
Other Notes: Immune to Magnet and Fire

In the rounds where he doesn't start with that glowing gunblade pray he doesn't
do it soon. Once he activated that thing after 1 attack, I haven't even touched
him. When you're very far away, he shoot fireballs at you. You can deflect them
back or to whoever you have locked on using Guard or Reflect. Actually, even
without the enlarged gunblade he can hit his surroundings so going behind him
whenever he attacks might not be such a good idea. The best way to kill him is
with Blizzard, Thunder or Reflect. If you don't have any MP, you can always
dash to him AFTER his attacks.

Closing and Credits                                                      (csng)
I hope I've helped you not only in the Underdome but also in your overall
performance in the game.

Things I'll work on:
-Add a Summons in the "Sora's Artilery" section
-Add an Items in the "Sora's Artillery" section
-More enemies in the "Dealing With..." section
-Give Details in all the rounds in all the tournaments(specially the Hades Cup)

Thanks to:

-GameFAQ for posting this guide for me.
-HaloMasta050 for contributing the requires for unlocking the tournaments.
-To SquareEnix for making this amazing game
-Sun Tzu and James Clavell for "The Art of War"
-To Lavabear for answering my question about Slapshot in the GameFAQ boards
-And yo you for reading this FAQ/Guide

Until next time, Chao